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Sherlock Holmes

Medium humanoid (human), neutral good savant (coordinator) 13

Armor Class 18 (Intelligence)
Hit Points 84 (13d8+26)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 20 (+5) 12 (+1) 10 (+0)

Saving Throws Dex +8, Int +10
Skills Deception +5, History +15, Insight +6, Investigation +15, Nature +15, Perception +11, Persuasion +6, Sleight of Hand +8; alchemist’s supplies +10, disguise kit +10, forgery kit +10, thieves’ tools +8, violin +5
Senses passive Perception 21
Languages English and any four other languages
Challenge 9 (5,000 XP)

Special Traits

  • Analyzed Need: Survival. When Sherlock finishes a short or long rest, he can choose a skill. When making an ability check using that skill, he uses Intelligence instead of the ability score it normally uses.
  • Combat Deductions. Sherlock can use a bonus action to observe a creature and make an Intelligence (Investigation) check against a DC equal to CR + 5. On a success, he learns up to three of the following, and on a success by 5 or more, he chooses the categories: armor class, vulnerabilities, damage resistances, damage immunities, condition immunities, whether the target has lair or legendary actions, weakest saving throw, highest ability score.
  • Focused Defense. When Sherlock is facing more than one enemy he’s able to use them against each other. As long as there’s more than one enemy within 30 feet, Sherlock can use a bonus action to choose a creature within range. Until the end of his next turn, it has disadvantage on attack rolls against him.
  • Informed Coordinator (5/short Rest). Sherlock can use a bonus action to give an ally a +5 bonus to their next d20 roll.
  • Languages. Sherlock has advantage on ability checks made to decipher codes and hidden messages. By spending 10 minutes studying he can make a DC 15 Intelligence check to translate any script, even if he cannot recognize the language it is written in.
  • Savant Tricks. Sherlock can use a bonus action to prepare a trick. A trick is prepared until he uses it. Sherlock can only have two tricks prepared at time. Once he uses the trick, Sherlock can prepare another trick in the same manner. Some of his tricks require the target to make a saving throw to resist its effects.
    • Disarming Flourish. When Sherlock hits a creature with a melee weapon attack, he can activate this trick to force the target to drop an item in their hand, such as a weapon. The target makes a DC 18 Strength saving throw with advantage and on a failure, it drops one held item of Sherlock’s choice.
    • Draw Out. When Sherlock hits a creature with a melee weapon attack, he can use a bonus action to activate this trick. The target makes a DC 18 Intelligence saving throw or reacts to a strike from him that never comes. As long as Sherlock remains within the target’s reach, until the start of his next turn it cannot take the Attack action against anyone but him. After Sherlock has used this trick against a target, until the end of combat it has advantage on saving throws to resist Draw Out.
    • Grounded Reason. Sherlock can use his reaction to reroll a Dexterity saving throw that he fails. If he does so, he must use the new roll.
    • Off-Balance. When Sherlock hits a creature with a melee weapon attack, instead of dealing damage he uses pulls, shoves, and strikes to put his target off-balance. Until the end of Sherlock’s next turn, the target moves at half speed and has disadvantage on ability checks.
    • Redirect. When Sherlock is hit with a melee weapon attack, he can use his reaction to force the attacker to make a DC 18 Intelligence saving throw. On a failure, he takes no damage and the attack strikes another creature within 5 feet. A Huge-sized or larger target has advantage on the saving throw. Once Sherlock has used this trick against a target, until the end of combat that target has advantage on its saving throw to resist Redirect.
    • Sidestep. When Sherlock is targeted by a spell or weapon attack, he can use his reaction to make a Dexterity check against the opponent’s attack roll. On a success, he takes no damage from the spell or attack. Once Sherlock has used this trick against a target, until the end of combat he has disadvantage on checks to Sidestep that target.
    • Sweeping Stride. Sherlock cannot activate this trick without moving at least 10 feet and traveling through a square adjacent to a 205 creature of Large size or smaller. The target must succeed on a DC 18 Dexterity saving throw with advantage or be knocked prone. On a success, Sherlock’s movement ends in a square adjacent to the target.
  • Superior Deduction. Sherlock can spend 1 minute observing a creature to make a Wisdom (Perception) check against a DC equal to the target’s CR + 5. On a success, he learns three of the following pieces of information (or other relevant details). If Sherlock succeeds the check by 5 or more, he chooses the categories instead.
    • One part of the target’s alignment (if it is chaotic, neutral, lawful, good, or evil)
    • If the target is disguised
    • If the target is armed
    • If the target is under the effects of a spell
    • What language(s) the target speaks
    • If the target has a native terrain and the type of that terrain
  • Brilliant. Sherlock always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.

Actions

  • Multiattack. Sherlock attacks three times when he takes the Attack action.
  • Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage.

Reactions

  • Intelligent Caution (5/long Rest). When Sherlock makes a saving throw against a spell or effect that deals damage, he can use his reaction to make an Intelligence saving throw instead. On a success, he takes no damage.

About

Sherlock Holmes was the world’s greatest detective. His used his skills of observation and deduction to assist Scotland Yard—and others— with the most difficult of cases. Sharing rooms with the faithful Dr. Watson at 221B Baker Street in London, he consulted for monarchs, nobles, industrialists, prime ministers and more. His escapades featured in colorful titles such as A Study in Scarlet, The Hound of the Baskervilles, and The Red-Headed League.

Elementary, my dear Watson.

Sherlock has the papers, clothing, and contacts required to justify an entirely different identity. When Sherlock has access to an official document or example of a creature’s handwriting, he can make forgeries of similar papers (whether personal or official).

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com